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The Lost Vault of the Ilythri

Level 10

General

Dungeon Walls

Hewn Stone (Climb DC 25)

Dungeon Floor

Flagstone

Temperature

Average

Illumination

Corridors

Wandering
Monsters

Room #1

Shadowy (witchlight every 20 ft.)

Someone has scrawled "The Azure Guild killed three ogres here" in
dwarvish runes here

Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic


reset; spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20
Reflex save, depending on terrain); Search DC 32; Disable Device DC 32

Numerous pillars line the corridor

A narrow shaft falls into the corridor from above

An overwhelming stench fills the corridor

Burning torches in iron sconces line the corridor

Withered corpses are nailed to the corridor walls

An unexplained breeze can be felt here

Someone has scrawled "Upon the Twilight of Spells, in the Realm of


Crowns, the Staff of Shadow and Flame shall be lost" in draconic script
here

Someone has scrawled "This is not a secret door" in draconic script here

Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);


automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20
Reflex, Fort, or Will save, depending on effect); Search DC 32; Disable
Device DC 32

A fountain of water sits in an alcove here

A fountain of water sits in an alcove here

14 x Ogre Zombie, investigating a strange noise

10 x Wight, bloodied and fleeing a more powerful enemy

11 x Ettin Skeleton, tracking the party

9 x Troll Skeleton, consumed by disease and madness

3 x Chimera Skeleton, hunting for food

15 x Shadow, searching for an object stolen from their lair

East Entry #1

Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths

East Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #39, inhabited by 6 x Ettin Skeleton

South Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing);
automatic reset; multiple traps (two simultaneous acid arrow traps); Atk
+9 ranged touch and +9 ranged touch; spell effect (Acid Arrow, 18th
level wizard, 2d4 acid damage for 7 rounds); Search DC 27; Disable
Device DC 27
Leads to room #25, inhabited by 3 x Spectre

South Entry #2

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed behind an area of mold
Leads to room #16, inhabited by 12 x Ogre Zombie

Room #2

Room Features

A magical mural on the south wall depicts the betrayal of whomever views
it, A pair of boots lies in the south-east corner of the room

North Entry #1

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

North Entry #2

Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32

South Entry #1

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
Leads to room #14

South Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25
Leads to room #13

South Entry #3

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);
automatic reset; spell effect (Incendiary Cloud, 15th level wizard,
4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC
33; Disable Device DC 33

Empty

Room #3

North Entry

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Leads to room #61

East Entry #1

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Falling Block: CR 12; mechanical; location trigger; no reset; Atk +14
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 24; Disable Device DC 26
Leads to room #17

East Entry #2

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Teleporter Crystal: CR 12; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 18 Will save negates); Search
DC 28; Disable Device DC 28

South Entry

Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25

Room Features
Monster

The room has a high domed ceiling, Spirals of gray stones cover the floor
7 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,

drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,


create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Trap

Hidden Treasure

Scythe Blade: CR 9; mechanical; location trigger; manual reset; Atk +11


melee (8d6/19-20); multiple targets (all targets in a 5 ft. radius arc); Search
DC 24; Disable Device DC 26
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
180 pp; White Pearl (90 gp); hoard total 1890 gp

Room #4

East Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Crushing Wall Trap: CR 10; mechanical; location trigger; automatic
reset; no attack roll required (18d6, crush); Search DC 20; Disable
Device DC 25
Leads to room #60

South Entry

Secret (Search DC 30) Trapped and Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
A bookcase and concealed door pivots smoothly
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34

Room #5

Room Features

A magical idol in the south-east corner of the room conjures a vial of


poison for whomever offers a prayer to a god of death (but only once), A
workbench and basin of water sit in the north-east corner of the room

North Entry #1

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #66

North Entry #2

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Falling Block: CR 10; mechanical; location trigger; no reset; Atk +12
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 26
Leads to room #6

East Entry

Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)


The door is located several feet above the floor and concealed behind
a pile of broken stone

South Entry #1

Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
(slides up, +2 to break DC)
The door is concealed within an upright sarcophagus
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual
reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target
in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 plus poison each); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; Disable
Device DC 25

South Entry #2

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;

Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;
Atk +12 ranged (12d6 cold); Search DC 24; Disable Device DC 26
Leads to room #74
Room Features
Monster

Numerous pillars line the north and south walls, A pile of wax blobs lies in
the south-east corner of the room
12 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flatfooted 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes

Room #6

North Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #26, inhabited by 8 x Wraith

South Entry

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Falling Block: CR 10; mechanical; location trigger; no reset; Atk +12
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 26
Leads to room #5, inhabited by 12 x Allip

Room #7

Room Features

A set of demonic war masks hangs on the west wall, A rusted chain shirt
lies in the south-west corner of the room

West Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)

East Entry
Room Features
Monster

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
The walls have been engraved with alien symbols, Iron chains hang from
the ceiling in the north side of the room
13 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 1600 gp; hoard total 1600 gp

Room #8

North Entry
West Entry #1

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break DC 28;
hard 8, 60 hp)
The door is designed to make noise when opened

West Entry #2

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #17

East Entry

Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within an upright sarcophagus

Empty

Room #9

North Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #24, inhabited by 10 x Ettin Skeleton

East Entry #1

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)

East Entry #2

Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32

Room Features
Monster

Spirals of yellow stones cover the floor, Someone has scrawled "The curse
can never be broken" on the north wall
10 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #10

North Entry

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)

South Entry #1

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)

South Entry #2

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Ice Dart Trap: CR 10; magic device; visual trigger (arcane eye); no
reset; Atk +12 ranged (12d6 cold); Search DC 28; Disable Device DC
28

South Entry #3

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #17

Empty

Room #11

North Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break
DC)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Leads to room #74

West Entry

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)

South Entry #1

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides down, +1 to break DC)
The door is concealed within the mouth of a demonic face carved from
stone

South Entry #2

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34

Room Features
Monster

A forge and anvil sit in the north-west corner of the room, A broken hammer
lies in the north-west corner of the room
8 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed
15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee
(1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9,
greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will
+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Trap

Room #12

North Entry #1

Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm);
automatic reset; spell effect (Wail of the Banshee, 17th level wizard, DC
23 Fort save negates); multiple targets (up to 17 creatures); Search DC 34;
Disable Device DC 34

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #31, inhabited by 3 x Wight

North Entry #2

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #30

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #63, inhabited by 9 x Wraith

South Entry

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back

Room #13

Room Features

A tapestry of a goddess of illusions hangs from the east wall, An altar of


evil sits in the north side of the room

North Entry #1

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Leads to room #14

North Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25
Leads to room #2

West Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10

hp)
Leads to room #66
East Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32

South Entry #1

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);
automatic reset; spell effect (Incendiary Cloud, 15th level wizard,
4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC
33; Disable Device DC 33

South Entry #2

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)

Empty

Room #14

North Entry

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
Leads to room #2

South Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Leads to room #13

Room #15

Room Features

A group of monstrous faces have been carved into the south wall, A warped
spear lies in the west side of the room

North Entry #1

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade
[injury, Fort DC 20, 1d6 Con/2d6 Con]); Search DC 24; Disable Device
DC 19
Leads to room #40, inhabited by 2 x Mummy

North Entry #2

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck

West Entry #1

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry #2

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #56

South Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #41

Monster

8 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flatfooted 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes

Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes

Room #16

North Entry #1

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located near the ceiling and concealed behind an area of
slime

North Entry #2

Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed behind an area of mold
Leads to room #1

West Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #52, inhabited by 6 x Ghast

East Entry

Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The door is concealed within the mouth of a demonic face carved from
stone

Room Features
Monster

Chanting can be heard in the east side of the room, Several barrel staves
are scattered throughout the room
12 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed
15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee
(1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9,
greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will
+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #17

North Entry #1

Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
A bookcase and concealed door pivots smoothly

North Entry #2

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #10

West Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Falling Block: CR 12; mechanical; location trigger; no reset; Atk +14
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 24; Disable Device DC 26
Leads to room #3, inhabited by 7 x Wraith

East Entry

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #8

Empty

Room #18

West Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)

East Entry #1

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)

East Entry #2

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Leads to room #69


Room Features

Room #19

East Entry #1

A large kiln and coal bin sit in the north side of the room, A blood-soaked
blanket lies in the west side of the room

Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
The door is concealed behind a pile of skulls
Magic Missle Trap: CR 11; magic device; visual trigger (true seeing);
no reset; magic missile (9d6 force damage); never miss; Search DC 24;
Disable Device DC 26

East Entry #2

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Thunderstone Mine: CR 12; magic device; location trigger; no reset;
thunder blast (12d6 sonic damage, DC 18 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 28

South Entry

Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (hard 5,
10 hp)
The door is concealed by an illusion
Contact Poison: CR 12; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 26;
Disable Device DC 26

Empty

Room #20

North Entry #1

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Earthmaw Trap: CR 12; magic device; location trigger; no reset;
earthmaw (10d6 damage, DC 16 Reflex save for half damage); Search
DC 28; Disable Device DC 26
Leads to room #50, inhabited by 7 x Shadow

North Entry #2

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +14
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 28

East Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16
ranged (12d6/x3); Search DC 26; Disable Device DC 26
Leads to room #29

Room Features

Room #21

West Entry
East Entry

A stream of acid flows along a channel in the floor, A pile of rotten leather
lies in the west side of the room

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall

South Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Rune of Hypnosis: CR 11; magic device; proximity trigger (alarm); no
reset; hypnosis (fascinated for 1d4 rounds, DC 16 Will save negates);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 28

Monster

8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #22

West Entry #1

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

West Entry #2

Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5,
20 hp)
The door is concealed within a mosaic of a legendary battle
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32

West Entry #3

Room Features

Room #23

West Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
A rope ascends to a wooden platform in the center of the room, A tile
labyrinth covers the floor

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Teleporter Crystal: CR 10; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 16 Will save negates); Search
DC 24; Disable Device DC 28
Leads to room #33, inhabited by 4 x Ghast and 9 x Ghoul

South Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Guillotine Blade: CR 8; mechanical; location trigger; manual reset; Atk
+13 melee (7d6/19-20); Search DC 22; Disable Device DC 26

Room Features
Monster

Several iron cages are scattered throughout the room, Someone has
scrawled "Stortgiua was here" on the south wall
5 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Room #24

South Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #9, inhabited by 10 x Wight

Room Features

A set of demonic war masks hangs on the west wall, A rotting odor fills the
north-east corner of the room

north-east corner of the room


Monster

10 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #25

North Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing);
automatic reset; multiple traps (two simultaneous acid arrow traps); Atk
+9 ranged touch and +9 ranged touch; spell effect (Acid Arrow, 18th
level wizard, 2d4 acid damage for 7 rounds); Search DC 27; Disable
Device DC 27
Leads to room #1

North Entry #2

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Fire Spray: CR 11; magic device; visual trigger (arcane eye); no reset;
fire spray (11d6 fire damage, DC 18 Reflex save for half damage);
Search DC 24; Disable Device DC 28

East Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25

Room Features
Monster

Numerous pillars line the east wall, A pile of rotting wood lies in the east
side of the room
3 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative

Trap

Room #26

North Entry

Acid Turret: CR 12; magic device; visual trigger (arcane eye); duration 5
rounds; no reset; acid spray (8d6 acid damage for 1d4 rounds, DC 14 Reflex
save for half damage); Search DC 28; Disable Device DC 24

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Guillotine Blade: CR 11; mechanical; location trigger; manual reset;
Atk +12 melee (10d6/19-20); Search DC 26; Disable Device DC 24
Leads to room #56

West Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #34

East Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32;
Disable Device DC 32

South Entry #1

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);
automatic reset; spell effect (Incendiary Cloud, 15th level wizard,
4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC
33; Disable Device DC 33

South Entry #2

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #6

Room Features
Monster

A shallow pit lies in the north-west corner of the room, A dagger hilt lies in
the south side of the room
8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #27

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
Leads to room #62, inhabited by 6 x Ghast and 9 x Ghoul

West Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Crushing Wall Trap: CR 10; mechanical; location trigger; automatic
reset; no attack roll required (18d6, crush); Search DC 20; Disable
Device DC 25

Room Features

Monster

Spirals of black stones cover the floor, Someone has scrawled "Upon the
third day of the Winter of Tombs, when the Dread Gate opens, the Hammer
of Wisdom shall be lost" in draconic script on the east wall
10 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #28

North Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Dropping Ceiling: CR 9; mechanical; location trigger; repair reset;
ceiling moves down (12d6, crush); multiple targets (all targets in a 10
ft. by 10 ft. room); never miss; onset delay (1 round); Search DC 20;
Disable Device DC 16

Disable Device DC 16
South Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20
Reflex, Fort, or Will save, depending on effect); Search DC 32; Disable
Device DC 32

South Entry #2

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Leads to room #40, inhabited by 2 x Mummy

Room Features
Monster

A tile labyrinth covers the floor, A carved stone statue stands in the southwest corner of the room
7 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #29

North Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides up, +2 to break DC)
Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16
ranged (11d6/x3); Search DC 24; Disable Device DC 28

North Entry #2

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)

North Entry #3

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)

West Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16
ranged (12d6/x3); Search DC 26; Disable Device DC 26
Leads to room #20

East Entry

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Contact Poison: CR 11; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 24;
Disable Device DC 24

Trap

Room #30

North Entry
East Entry #1

Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);
automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17th level
wizard, 2d4 negative levels for 24 hours, DC 23 Fort save negates); Search
DC 34; Disable Device DC 34

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Earthmaw Trap: CR 11; magic device; location trigger; no reset;
earthmaw (10d6 damage, DC 18 Reflex save for half damage); Search
DC 24; Disable Device DC 26
Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul

East Entry #2

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is located above a small stone dais and concealed behind a
pile of broken stone

South Entry

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #12

Room Features

Room #31

The floor is covered with ash, A ruined gauntlet lies in the east side of the
room

West Entry #1

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

West Entry #2

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

South Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #12

Room Features
Monster

A stone dais sits in the east side of the room, The floor is covered in square
tiles, alternating white and black
3 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #32

East Entry
South Entry #1

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides down, +1 to break DC)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
Teleporter Crystal: CR 12; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 16 Will save negates); Search
DC 28; Disable Device DC 24
Leads to room #33, inhabited by 4 x Ghast and 9 x Ghoul

South Entry #2

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
One-way Door: CR 11; mechanical; Search DC 24; Disable Device DC
24

South Entry #3

Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)


The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood

Room #33

Room Features

A large kiln and coal bin sit in the east side of the room, Someone has
scrawled a strange symbol on the south wall

North Entry #1

Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides down, +1 to break DC)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
Teleporter Crystal: CR 12; magic device; touch trigger; no reset;

Teleporter Crystal: CR 12; magic device; touch trigger; no reset;


teleport (teleported one level down, DC 16 Will save negates); Search
DC 28; Disable Device DC 24
Leads to room #32
North Entry #2

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)

West Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

East Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Teleporter Crystal: CR 10; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 16 Will save negates); Search
DC 24; Disable Device DC 28
Leads to room #23, inhabited by 5 x Spectre

Monster

4 x Ghast (ghoul) and 9 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 500 gp; Gold Framed Painting (3000 gp), Silver Cloth Gown (1200
gp); hoard total 4700 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

Room #34

West Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
One-way Door: CR 9; mechanical; Search DC 22; Disable Device DC
24

West Entry #2

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind an
area of mold
Leads to room #47, inhabited by 6 x Ghast and 7 x Ghoul

East Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #26, inhabited by 8 x Wraith

Empty

Room #35

East Entry #1

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

East Entry #2

Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)

Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair


reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Room Features

Room #36

West Entry
East Entry

A large kiln and coal bin sit in the east side of the room, Someone has
scrawled a diagram of a mechanical trap on the east wall

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)
Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32

South Entry

Room Features
Monster

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Several square holes are cut into the north and east walls, The sound of
footsteps can be heard in the south side of the room
10 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 1700 gp; Citrine (50 gp), Tourmaline (120 gp), Violet Garnet (300
gp); Arcane Scroll (Shocking Grasp (25 gp), Animal Trance (200 gp), Spider
Climb (150 gp)) (total 375 gp), Eyes of the Eagle (2500 gp), Oil of
Shillelagh (50 gp); hoard total 5095 gp

Room #37

West Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
One-way Door: CR 12; mechanical; Search DC 24; Disable Device DC
26

West Entry #2

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Earthmaw Trap: CR 11; magic device; location trigger; no reset;
earthmaw (10d6 damage, DC 18 Reflex save for half damage); Search
DC 24; Disable Device DC 26
Leads to room #30

West Entry #3
East Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a mosaic of ancient mythology
Leads to room #42, inhabited by 9 x Wight

South Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #49

Room Features
Monster

A sloped pit lined with iron spikes lies in the south-east corner of the room,
A stack of barrels filled with rotting fruit stands against the north wall
6 x Ghast (ghoul) and 14 x Ghoul

Monster

6 x Ghast (ghoul) and 14 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 120 pp; Coral (100 gp); Arcane Scroll (Color Spray (25 gp),
Expeditious Retreat (25 gp), Touch of Idiocy (150 gp)) (total 200 gp), Potion
of Darkvision (300 gp); hoard total 1800 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

Room #38

West Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset; hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]);
Search DC 20; Disable Device DC 20

East Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Electrified Lock: CR 11; magic device; touch trigger; no reset; electric
shock (10d6 electricity damage, DC 14 Reflex save for half damage);
Search DC 28; Disable Device DC 24
Leads to room #44

South Entry #1

Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand

South Entry #2

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)

Empty

Room #39

North Entry #1

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)

North Entry #2

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

North Entry #3

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)

West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #1

South Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport
(teleported one level down, DC 16 Will save negates); Search DC 24;
Disable Device DC 24

Disable Device DC 24
Room Features
Monster

A chute falls into the room from above, A tile mosaic of vile acts covers
the floor
6 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #40

North Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Leads to room #28, inhabited by 7 x Ettin Skeleton

South Entry #1

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual
reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade
[injury, Fort DC 20, 1d6 Con/2d6 Con]); Search DC 24; Disable Device
DC 19
Leads to room #15, inhabited by 8 x Allip

South Entry #2

Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)


A bookcase and concealed door pivots smoothly

Monster

2 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 400 gp; Deep Green Spinel Dice (pair) (500 gp), Fine Leather
Boots (400 gp), Gold Cloth Gown (1800 gp), Tooled Leather Talisman set
with Obsidian (500 gp); hoard total 3600 gp

Room #41

North Entry #1

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #15, inhabited by 8 x Allip

North Entry #2

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
The door is concealed behind a tapestry of legendary monsters

West Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides to one side, +1 to break DC)
The door is concealed behind a tapestry of geometric patterns

East Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Contact Poison: CR 8; mechanical; touch trigger, no reset; contact
poison (Malyass Root Paste); Search DC 26; Disable Device DC 26

East Entry #2

Room #42

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp) (slides up, +2 to break DC)

Room Features

A carved stone statue stands in the east side of the room, A broken hammer
lies in the north-east corner of the room

West Entry

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a mosaic of ancient mythology
Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul

East Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 28
Leads to room #57, inhabited by 4 x Mummy

East Entry #2

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #58

South Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #49

Room Features

Monster

The walls have been engraved with endless spirals, Someone has scrawled
"In the Dominion of Orbs, when the Seal of Quests fails and the Silver
Crown is lost, the Citadel of Swords shall be restored" in goblin runes on
the south wall
9 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #43

East Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #65, inhabited by 2 x Cloud Giant Skeleton

South Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair
reset; poison gas (insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1 round); multiple targets (all targets in
a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC 20

Room Features

Room #44

West Entry

A narrow shaft falls into the room from above, A faded and torn tapestry
hangs from the north wall

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Electrified Lock: CR 11; magic device; touch trigger; no reset; electric
shock (10d6 electricity damage, DC 14 Reflex save for half damage);
Search DC 28; Disable Device DC 24
Leads to room #38

East Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset; hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]);
Search DC 20; Disable Device DC 20

South Entry

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32

Room Features

Room #45

West Entry

A stack of barrels filled with sand stands against the south wall, Several
pieces of rotten fruit are scattered throughout the room

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Contact Poison: CR 11; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 28;
Disable Device DC 28

Monster

9 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #46

West Entry
South Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within an upright sarcophagus
Leads to room #65, inhabited by 2 x Cloud Giant Skeleton

Empty

Room #47

West Entry

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #68

East Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind an
area of mold
Leads to room #34

South Entry

Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
A bookcase and concealed door pivots smoothly

Room Features

A tile labyrinth covers the floor, A corroded chain lies in the east side of
the room

Monster

6 x Ghast (ghoul) and 7 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 1100 gp; Arcane Scroll (Blindness/Deafness (150 gp), Gust of
Wind (150 gp), Summon Monster II (150 gp)) (total 450 gp), Potion of Cure
Light Wounds (50 gp), Potion of Darkvision (300 gp); hoard total 1900 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

Room #48

West Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20
Reflex, Fort, or Will save, depending on effect); Search DC 32; Disable
Device DC 32

West Entry #2

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a demonic face carved from
stone
Leads to room #72, inhabited by 7 x Wight

South Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32
Leads to room #54, inhabited by 8 x Wraith

Room #49

Room Features

A fountain and statue of a God of Darkness sits in the east side of the
room, A sundered amulet lies in the west side of the room

North Entry #1

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul

North Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #42, inhabited by 9 x Wight

West Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides to one side, +1 to break DC)
One-way Door: CR 12; mechanical; Search DC 26; Disable Device DC
24

East Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly

Room Features

Room #50

West Entry

Someone has scrawled "The Heroes of Heafield looted this place" on the
north wall, A dulled dagger lies in the center of the room

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
Leads to room #73

South Entry #1

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Earthmaw Trap: CR 12; magic device; location trigger; no reset;
earthmaw (10d6 damage, DC 16 Reflex save for half damage); Search
DC 28; Disable Device DC 26
Leads to room #20

South Entry #2

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)

Room Features

A splashing noise can be heard in the north side of the room, A pile of
rotten apples lies in the south side of the room

Monster

7 x Shadow
Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd
Fly 40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flatfooted 11; Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch);
Full Atk +3 melee (1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex
14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #51

South Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25

South Entry #2

Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back

Room Features
Monster

A rope ascends to a wooden platform in the north-east corner of the room, A


pile of rotten bread lies in the east side of the room
7 x Ghast (ghoul) and 10 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 7000 sp; Amber (90 gp), Coral (90 gp), Red Garnet (130 gp), Rose
Quartz (60 gp); Bag of Holding (III) (7400 gp), Heavy Mace (Small) (+1
weapon, Frost) (8312 gp), Wand of Bull's Strength (27 of 50 charges) (2430
gp); hoard total 19212 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);

plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);


Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack
Hidden Treasure

Trapped and Locked Strong Wooden Chest (Open Lock DC 25, break DC
25; hard 5, 20 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device; proximity
trigger (alarm); automatic reset; multiple traps (one forcecage trap and one
summon monster VII trap); spell effect (Forcecage, 13th level wizard); spell
effect (Summon Monster VII, 13th level wizard, hamatula); Search DC 32;
Disable Device DC 32
150 pp; Black Pearl (200 gp), Black Pearl (500 gp), Coral (120 gp), Violet
Garnet (400 gp); hoard total 2720 gp

Room #52

North Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Contact Poison: CR 11; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 24;
Disable Device DC 24

North Entry #2

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
A bookcase and concealed door pivots smoothly

East Entry #1

Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within a mosaic of arcane patterns

East Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #16, inhabited by 12 x Ogre Zombie

South Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #73

Monster

6 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 800 gp; Iolite (50 gp), Red Spinel (120 gp), Rhodochrosite (11 gp),
Rhodochrosite (12 gp); Horn of Fog (2000 gp) (design provides clue to
function), Pearl of Power (2nd level) (4000 gp), Potion of Aid (300 gp);
hoard total 7293 gp

Room #53

North Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Acid Spray: CR 11; magic device; proximity trigger (alarm); no reset;
acid spray (12d6 acid damage, DC 16 Reflex save for half damage);
Search DC 28; Disable Device DC 28
Leads to room #72, inhabited by 7 x Wight

South Entry #1

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

South Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides up, +2 to break DC)

hp) (slides up, +2 to break DC)


The door is concealed behind a pile of skulls
Empty

Room #54

North Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32
Leads to room #48

North Entry #2

Monster

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Room #55

North Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Teleporter Crystal: CR 11; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 18 Will save negates); Search
DC 24; Disable Device DC 28

South Entry

Room Features

Room #56

North Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
The floor is covered with ash, Several bent copper coins are scattered
throughout the room

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Electrified Lock: CR 9; magic device; touch trigger; no reset; electric
shock (7d6 electricity damage, DC 14 Reflex save for half damage);
Search DC 24; Disable Device DC 22

East Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #15, inhabited by 8 x Allip

South Entry

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Guillotine Blade: CR 11; mechanical; location trigger; manual reset;
Atk +12 melee (10d6/19-20); Search DC 26; Disable Device DC 24
Leads to room #26, inhabited by 8 x Wraith

Room Features

Room #57

North Entry

A tapestry of ghoulish carnage hangs from the west wall, A rusted sword
lies in the north side of the room

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)

hp)
West Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 28
Leads to room #42, inhabited by 9 x Wight

East Entry #1

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Contact Poison: CR 9; mechanical; touch trigger, no reset; contact
poison (Malyass Root Paste); Search DC 26; Disable Device DC 26

East Entry #2

Room Features
Monster

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
A foul odor fills the east side of the room, A pair of boots lies in the northwest corner of the room
4 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 1600 gp; Arcane Scroll (Blink (375 gp)) (total 375 gp), Horn of
Goodness/Evil (6500 gp) (inscription provides clue to function); hoard total
8475 gp

Room #58

West Entry

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #42, inhabited by 9 x Wight

East Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)
Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 26

Empty

Room #59

West Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport
(teleported one level down, DC 12 Will save negates); Search DC 24;
Disable Device DC 24
Leads to room #60

South Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Magic Missle Trap: CR 11; magic device; proximity trigger (alarm); no
reset; magic missile (8d6 force damage); never miss; Search DC 26;
Disable Device DC 26

Monster

5 x Gray Render Zombie


Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd
30 ft. (6 squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8,
flat-footed 16; Base Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16
melee (1d8+10, slam); Full Atk +16 melee (2d6+7, bite) or +16 melee
(1d8+10, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only,

(1d8+10, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only,


damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV
Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #60

West Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Crushing Wall Trap: CR 10; mechanical; location trigger; automatic
reset; no attack roll required (18d6, crush); Search DC 20; Disable
Device DC 25
Leads to room #4

East Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport
(teleported one level down, DC 12 Will save negates); Search DC 24;
Disable Device DC 24
Leads to room #59, inhabited by 5 x Gray Render Zombie

Room #61

Room Features

Skeletons hang from chains and manacles against the east wall, A pile of
torches lies in the north-west corner of the room

East Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)

South Entry

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Leads to room #3, inhabited by 7 x Wraith

Empty

Room #62

West Entry

Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck

East Entry #1

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 24; Disable Device DC 26

East Entry #2

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (magically reinforced, +10 to break DC)
The door is concealed within an upright sarcophagus

South Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
Leads to room #27, inhabited by 10 x Wight

Monster

6 x Ghast (ghoul) and 9 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness

+8, Spot +8; Multiattack, Toughness


Treasure: 1100 gp; Alexandrite (800 gp), Freshwater Pearl (10 gp); hoard
total 1910 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;
Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1
plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,
undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack

Room #63

West Entry

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (11d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 26

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #12

South Entry

Monster

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
9 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Hidden Treasure

Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
1700 gp; Hematite (9 gp), Malachite (14 gp), Rose Quartz (50 gp), Sardonyx
(60 gp); Divine Scroll (Jump (25 gp), Snare (150 gp)) (total 175 gp); hoard
total 2008 gp

Room #64

West Entry #1

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)

West Entry #2

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Arrow Trap: CR 11; mechanical; location trigger; manual reset; Atk +12
ranged (11d6/x3); Search DC 26; Disable Device DC 26
Leads to room #69

Monster

7 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16

Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 110 pp; hoard total 1100 gp

Room #65

North Entry #1

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Teleporter Crystal: CR 11; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 18 Will save negates); Search
DC 28; Disable Device DC 26

North Entry #2

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within an upright sarcophagus
Leads to room #46

West Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #43

South Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Electrified Lock: CR 9; magic device; touch trigger; no reset; electric
shock (9d6 electricity damage, DC 16 Reflex save for half damage);
Search DC 22; Disable Device DC 26

Room Features
Monster

Someone has scrawled "They ate Nine" on the west wall, The floor is
covered with slime
2 x Cloud Giant Skeleton
Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd
50 ft. (10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed
11; Base Atk +8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar)
or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13
melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or
+8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage
reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize
weapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #66

East Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #13

South Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #5, inhabited by 12 x Allip

Room Features

Room #67

North Entry
West Entry

An overwhelming stench fills the west side of the room, A rusted gauntlet
lies in the north-east corner of the room

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual
reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target
in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 plus poison each); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; Disable
Device DC 25

Monster

8 x Mummy

Monster

8 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 1800 gp; Gilded Wooden Pedestal inlaid with Orichalcum (5000
gp), Rosewood Statuette (of a Goddess of Ice) (700 gp), Small Tapestry
threaded with Fine Steel (1500 gp); hoard total 9000 gp

Room #68

West Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

East Entry #1

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #47, inhabited by 6 x Ghast and 7 x Ghoul

East Entry #2

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

South Entry #1

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

South Entry #2

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2
to break DC)
Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (10d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 28
Leads to room #71

Empty

Room #69

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Falling Block: CR 12; mechanical; location trigger; no reset; Atk +16
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 28

West Entry #1

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

West Entry #2

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Leads to room #18

West Entry #3

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)

West Entry #4

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (12d6 sonic damage, DC 18 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 26

East Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Arrow Trap: CR 11; mechanical; location trigger; manual reset; Atk +12
ranged (11d6/x3); Search DC 26; Disable Device DC 26
Leads to room #64, inhabited by 7 x Ghast

Leads to room #64, inhabited by 7 x Ghast


Empty

Room #70

West Entry

Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
The door is located near the ceiling and concealed behind a tapestry
of geometric patterns
Leads to room #71

South Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset;
spell effect (Power Word Stun, 13th level wizard); Search DC 32;
Disable Device DC 32

Monster

8 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #71

North Entry

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2
to break DC)
Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (10d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 28
Leads to room #68

East Entry

Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
The door is located near the ceiling and concealed behind a tapestry
of geometric patterns
Leads to room #70, inhabited by 8 x Ettin Skeleton

South Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32

Empty

Room #72

West Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (magically
reinforced, +10 to break DC)
Guillotine Blade: CR 11; mechanical; location trigger; manual reset;
Atk +14 melee (10d6/19-20); Search DC 26; Disable Device DC 24

East Entry

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a demonic face carved from
stone
Leads to room #48

South Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Acid Spray: CR 11; magic device; proximity trigger (alarm); no reset;
acid spray (12d6 acid damage, DC 16 Reflex save for half damage);
Search DC 28; Disable Device DC 28
Leads to room #53

South Entry #2

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Room Features

A tile labyrinth covers the floor, An unexplained breeze can be felt in the
south-east corner of the room

Monster

7 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight

Room #73

North Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #52, inhabited by 6 x Ghast

West Entry

Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)


(slides up, +2 to break DC)
The door is concealed within an upright sarcophagus

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
Leads to room #50, inhabited by 7 x Shadow

South Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34

Empty

Room #74

North Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;
Atk +12 ranged (12d6 cold); Search DC 24; Disable Device DC 26
Leads to room #5, inhabited by 12 x Allip

South Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break
DC)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Leads to room #11, inhabited by 8 x Ogre Zombie

Room Features

The south and west walls have been engraved with incoherent labyrinths, A
simple fireplace sits against the west wall

The Lost Vault of the Ilythri


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Some content used under the terms of the Open Gaming License

Some content used under the terms of the Open Gaming License

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